Physics done, jumping WIP.
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@ -62,3 +62,4 @@ build/
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## OS Specific
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## OS Specific
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.DS_Store
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.DS_Store
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/.nb-gradle/private/
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core/assets/sprites/ground.png
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core/assets/sprites/ground.png
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core/assets/sprites/wall.png
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core/assets/sprites/wall.png
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@ -3,7 +3,6 @@ package com.saltosion.gladiator;
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import com.badlogic.ashley.core.Engine;
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import com.badlogic.ashley.core.Engine;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.ashley.core.EntityListener;
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import com.badlogic.ashley.core.EntityListener;
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import com.badlogic.ashley.core.Family;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.g2d.Sprite;
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import com.badlogic.gdx.graphics.g2d.Sprite;
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@ -11,8 +10,10 @@ import com.badlogic.gdx.math.Vector2;
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import com.saltosion.gladiator.components.CPhysics;
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import com.saltosion.gladiator.components.CPhysics;
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import com.saltosion.gladiator.components.CRenderedObject;
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import com.saltosion.gladiator.components.CRenderedObject;
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import com.saltosion.gladiator.input.InputHandler;
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import com.saltosion.gladiator.input.InputHandler;
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import com.saltosion.gladiator.systems.PhysicsSystem;
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import com.saltosion.gladiator.systems.RenderingSystem;
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import com.saltosion.gladiator.systems.RenderingSystem;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.Global;
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import com.saltosion.gladiator.util.Name;
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import com.saltosion.gladiator.util.Name;
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import com.saltosion.gladiator.util.SpriteLoader;
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import com.saltosion.gladiator.util.SpriteLoader;
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import com.saltosion.gladiator.util.SpriteSequence;
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import com.saltosion.gladiator.util.SpriteSequence;
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@ -22,21 +23,31 @@ public class GladiatorBrawler extends ApplicationAdapter {
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private Engine engine;
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private Engine engine;
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private InputHandler inputHandler;
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private InputHandler inputHandler;
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private float physics_accumulator = 0f;
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private Entity player;
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private Entity player;
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@Override
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@Override
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public void create () {
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public void create() {
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// Initialize the Engine
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// Initialize the Engine
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engine = new Engine();
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engine = new Engine();
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engine.addSystem(new RenderingSystem());
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engine.addSystem(new PhysicsSystem());
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engine.addEntityListener(new EntityListener() {
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@Override
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public void entityAdded(Entity entity) {
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PhysicsSystem ps = engine.getSystem(PhysicsSystem.class);
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ps.updateEntities(engine);
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}
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engine.addEntityListener(Family.getFor(),
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@Override
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new EntityListener() {
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public void entityRemoved(Entity entity) {
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PhysicsSystem ps = engine.getSystem(PhysicsSystem.class);
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ps.updateEntities(engine);
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}
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});
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engine.addSystem(new RenderingSystem());
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engine.addEntityListener(new EntityListener() {
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@Override
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@Override
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public void entityRemoved(Entity entity) {
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public void entityRemoved(Entity entity) {
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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@ -47,23 +58,20 @@ public class GladiatorBrawler extends ApplicationAdapter {
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public void entityAdded(Entity entity) {
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public void entityAdded(Entity entity) {
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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rs.updateEntities(engine);
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rs.updateEntities(engine);
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}
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}
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});
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});
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// Initialize stuff in the world
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// Initialize stuff in the world
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initializePlayer();
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initializePlayer();
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initializeLevel();
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// Initialize input
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// Initialize input
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inputHandler = new InputHandler();
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inputHandler = new InputHandler();
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Gdx.input.setInputProcessor(inputHandler);
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Gdx.input.setInputProcessor(inputHandler);
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}
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}
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@Override
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@Override
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public void render () {
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public void render() {
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engine.update(Gdx.graphics.getDeltaTime());
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engine.update(Gdx.graphics.getDeltaTime());
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}
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}
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@ -78,18 +86,55 @@ public class GladiatorBrawler extends ApplicationAdapter {
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renderedObject.addSequence("Idle", sequence);
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renderedObject.addSequence("Idle", sequence);
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renderedObject.playAnimation("Idle");
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renderedObject.playAnimation("Idle");
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player.add(renderedObject);
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player.add(renderedObject);
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player.add(new CPhysics());
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player.add(new CPhysics().setSize(player1.getRegionWidth() * Global.SPRITE_SCALE, player1.getRegionHeight() * Global.SPRITE_SCALE));
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engine.addEntity(player);
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engine.addEntity(player);
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AppUtil.player = player;
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AppUtil.player = player;
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}
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}
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public void initializeLevel() {
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Entity ground = new Entity();
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Sprite groundSprite = SpriteLoader.loadSprite(Name.GROUNDIMG, 0, 0, 256, 64);
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CRenderedObject renderedObject = new CRenderedObject(groundSprite);
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ground.add(renderedObject);
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CPhysics physics = new CPhysics().setMovable(false).setGravityApplied(false)
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.setSize(groundSprite.getRegionWidth() * Global.SPRITE_SCALE,
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groundSprite.getRegionHeight() * Global.SPRITE_SCALE);
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physics.position.set(new Vector2(-2.5f, -5));
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ground.add(physics);
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Sprite wallSprite = SpriteLoader.loadSprite(Name.WALLIMG, 0, 0, 64, 64);
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Entity wall0 = new Entity();
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CRenderedObject wall0RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall0Physics.position.set(new Vector2(5, 0));
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wall0.add(wall0RenderedObject);
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wall0.add(wall0Physics);
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Entity wall1 = new Entity();
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CRenderedObject wall1RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall1Physics.position.set(new Vector2(-5, 0));
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wall1.add(wall1RenderedObject);
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wall1.add(wall1Physics);
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engine.addEntity(ground);
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engine.addEntity(wall0);
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engine.addEntity(wall1);
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}
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@Override
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@Override
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public void resize(int width, int height) {
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public void resize(int width, int height) {
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super.resize(width, height);
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super.resize(width, height);
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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RenderingSystem rs = engine.getSystem(RenderingSystem.class);
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float aspectratio = ((float)width)/((float)height);
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float aspectratio = ((float) width) / ((float) height);
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rs.setViewport((int)(AppUtil.VPHEIGHT_CONST*aspectratio), AppUtil.VPHEIGHT_CONST);
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rs.setViewport((int) (AppUtil.VPHEIGHT_CONST * aspectratio), AppUtil.VPHEIGHT_CONST);
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}
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}
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}
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}
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@ -5,10 +5,42 @@ import com.badlogic.gdx.math.Vector2;
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public class CPhysics extends Component {
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public class CPhysics extends Component {
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public Vector2 position = new Vector2(0, 0);
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public Vector2 position = new Vector2();
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public Vector2 velocity = new Vector2(0, 0);
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public Vector2 velocity = new Vector2();
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public Vector2 size = new Vector2();
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public float movespeed = 5f, jumpForce = 5f, gravity = 1f;
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public boolean grounded = true;
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// Movable toggles if the entity can move by itself
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public boolean movable = true;
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// GravityApplied toggles if the entity is affected by gravity
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public boolean gravityApplied = true;
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// Dynamic toggles if the entity processes collisions
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public boolean dynamic = true;
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// Movement (/input) vars
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public boolean movingLeft = false;
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public boolean movingLeft = false;
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public boolean movingRight = false;
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public boolean movingRight = false;
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public boolean jumping = false;
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public boolean jumping = false;
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public boolean grounded = true;
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public CPhysics setMovable(boolean movable) {
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this.movable = movable;
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return this;
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}
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public CPhysics setGravityApplied(boolean gravityApplied) {
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this.gravityApplied = gravityApplied;
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return this;
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}
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public CPhysics setDynamic(boolean dynamic) {
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this.dynamic = dynamic;
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return this;
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}
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public CPhysics setSize(float w, float h) {
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this.size.set(w, h);
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return this;
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}
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}
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}
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@ -16,7 +16,6 @@ public class IRJump implements InputReceiver {
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public boolean released() {
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public boolean released() {
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CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
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CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
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physics.jumping = false;
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physics.jumping = false;
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physics.grounded = true;
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return true;
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return true;
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}
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}
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119
core/src/com/saltosion/gladiator/systems/PhysicsSystem.java
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119
core/src/com/saltosion/gladiator/systems/PhysicsSystem.java
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@ -0,0 +1,119 @@
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package com.saltosion.gladiator.systems;
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import com.badlogic.ashley.core.ComponentMapper;
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import com.badlogic.ashley.core.Engine;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.ashley.core.EntitySystem;
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import com.badlogic.ashley.core.Family;
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import com.badlogic.ashley.utils.ImmutableArray;
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import com.saltosion.gladiator.components.CPhysics;
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/**
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*
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* @author Jens "Jeasonfire" Pitkänen <jeasonfire@gmail.com>
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*/
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public class PhysicsSystem extends EntitySystem {
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private ComponentMapper<CPhysics> pm = ComponentMapper.getFor(CPhysics.class);
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private ImmutableArray<Entity> entities;
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@Override
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public void addedToEngine(Engine engine) {
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updateEntities(engine);
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}
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@Override
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public void update(float deltaTime) {
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for (int i = 0; i < entities.size(); i++) {
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CPhysics obj = pm.get(entities.get(i));
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// Movement
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if (obj.movable) {
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float move = 0;
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if (obj.movingLeft) {
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move--;
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}
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if (obj.movingRight) {
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move++;
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}
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obj.velocity.x = move * obj.movespeed * deltaTime;
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if (obj.jumping) {
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obj.velocity.y = obj.jumpForce;
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}
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}
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// Gravity
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if (obj.gravityApplied) {
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obj.velocity.y -= obj.gravity * deltaTime;
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}
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// Collisions
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if (obj.dynamic) {
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for (int j = 0; j < entities.size(); j++) {
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if (i == j) {
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continue;
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}
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CPhysics other = pm.get(entities.get(j));
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collision(obj, other);
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}
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}
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// Apply movement
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obj.position.add(obj.velocity);
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}
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}
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public void collision(CPhysics cp0, CPhysics cp1) {
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float x00 = cp0.position.x - cp0.size.x / 2;
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float x01 = cp0.position.x + cp0.size.x / 2;
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float x10 = cp1.position.x - cp1.size.x / 2;
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float x11 = cp1.position.x + cp1.size.x / 2;
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float y00 = cp0.position.y - cp0.size.y / 2;
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float y01 = cp0.position.y + cp0.size.y / 2;
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float y10 = cp1.position.y - cp1.size.y / 2;
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float y11 = cp1.position.y + cp1.size.y / 2;
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cp0.grounded = false;
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cp1.grounded = false;
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boolean colliding = (x00 < x11) && (x01 > x10) && (y00 < y11) && (y01 > y10);
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if (!colliding) {
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return;
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}
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if (x00 <= x11 && Math.abs(x00 - x11) < (cp0.size.x + cp1.size.x) / 4) {
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// cp0's left side is colliding with cp1's right side
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if (cp0.velocity.x < 0) {
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// cp0 is going left, stop
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cp0.velocity.x = 0;
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}
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}
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if (x01 > x10 && Math.abs(x01 - x10) < (cp0.size.x + cp1.size.x) / 4) {
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// cp0's right side is colliding with cp1's left side
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if (cp0.velocity.x > 0) {
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// cp0 is going right, stop
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cp0.velocity.x = 0;
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}
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}
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if (y00 <= y11 && Math.abs(y00 - y11) < (cp0.size.y + cp1.size.y) / 4) {
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// cp0's bottom side is colliding with cp1's top side
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if (cp0.velocity.y < 0) {
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// cp0 is going down, stop
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cp0.velocity.y = 0;
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}
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cp0.grounded = true;
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}
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if (y01 > y10 && Math.abs(y01 - y10) < (cp0.size.y + cp1.size.y) / 4) {
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// cp0's top side is colliding with cp1's bottom side
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if (cp0.velocity.y > 0) {
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// cp0 is going up, stop
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cp0.velocity.y = 0;
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}
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}
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}
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public void updateEntities(Engine engine) {
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entities = engine.getEntitiesFor(Family.getFor(CPhysics.class));
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}
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}
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@ -1,4 +1,4 @@
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package com.saltosion.gladiator.util;
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package com.saltosion.gladiator.util;
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public class Global {
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public class Global {
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@ -8,6 +8,6 @@ public class Global {
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public static final String GAME_NAME = "Gladiator Brawl";
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public static final String GAME_NAME = "Gladiator Brawl";
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public static final int VPHEIGHT_CONST = 14;
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public static final int VPHEIGHT_CONST = 14;
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public static final float PHYSICS_TIMESTEP = 1/45f;
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public static final float SPRITE_SCALE = 1 / 16f;
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}
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}
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@ -6,6 +6,8 @@ public class Name {
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public static final String STATICPLAYER = "STATICPLAYER";
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public static final String STATICPLAYER = "STATICPLAYER";
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public static final String PLAYERIMG = "PLAYERIMG";
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public static final String PLAYERIMG = "PLAYERIMG";
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public static final String GROUNDIMG = "GROUNDIMG";
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public static final String WALLIMG = "WALLIMG";
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public static final String MOVE_LEFT = "MOVE_LEFT";
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public static final String MOVE_LEFT = "MOVE_LEFT";
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public static final String MOVE_RIGHT = "MOVE_RIGHT";
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public static final String MOVE_RIGHT = "MOVE_RIGHT";
|
||||||
|
@ -14,10 +14,13 @@ public class SpriteLoader {
|
|||||||
static {
|
static {
|
||||||
loadTexture(Name.STATICPLAYER, "sprites/staticplayer.png");
|
loadTexture(Name.STATICPLAYER, "sprites/staticplayer.png");
|
||||||
loadTexture(Name.PLAYERIMG, "sprites/player/player.png");
|
loadTexture(Name.PLAYERIMG, "sprites/player/player.png");
|
||||||
|
loadTexture(Name.GROUNDIMG, "sprites/ground.png");
|
||||||
|
loadTexture(Name.WALLIMG, "sprites/wall.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns a sprite, which is a piece from texture.
|
* Returns a sprite, which is a piece from texture.
|
||||||
|
*
|
||||||
* @param texKey
|
* @param texKey
|
||||||
* @param x
|
* @param x
|
||||||
* @param y
|
* @param y
|
||||||
@ -26,14 +29,15 @@ public class SpriteLoader {
|
|||||||
* @return
|
* @return
|
||||||
*/
|
*/
|
||||||
public static Sprite loadSprite(String texKey, int x, int y, int width, int height) {
|
public static Sprite loadSprite(String texKey, int x, int y, int width, int height) {
|
||||||
TextureRegion tr = new TextureRegion(textures.get(texKey), x*width, y*height, width, height);
|
TextureRegion tr = new TextureRegion(textures.get(texKey), x * width, y * height, width, height);
|
||||||
Sprite s = new Sprite(tr);
|
Sprite s = new Sprite(tr);
|
||||||
s.setScale(1/16f);
|
s.setScale(Global.SPRITE_SCALE);
|
||||||
return s;
|
return s;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns a sprite, which is originally a texture.
|
* Returns a sprite, which is originally a texture.
|
||||||
|
*
|
||||||
* @param texKey
|
* @param texKey
|
||||||
* @return
|
* @return
|
||||||
*/
|
*/
|
||||||
@ -43,6 +47,7 @@ public class SpriteLoader {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Load texture from path.
|
* Load texture from path.
|
||||||
|
*
|
||||||
* @param filePath
|
* @param filePath
|
||||||
*/
|
*/
|
||||||
public static Texture loadTexture(String key, String filePath) {
|
public static Texture loadTexture(String key, String filePath) {
|
||||||
@ -54,7 +59,7 @@ public class SpriteLoader {
|
|||||||
/**
|
/**
|
||||||
* Disposes all the textures loaded so far.
|
* Disposes all the textures loaded so far.
|
||||||
*/
|
*/
|
||||||
public static void dispose () {
|
public static void dispose() {
|
||||||
for (Texture tex : textures.values()) {
|
for (Texture tex : textures.values()) {
|
||||||
tex.dispose();
|
tex.dispose();
|
||||||
}
|
}
|
||||||
|
@ -6,11 +6,12 @@ import com.badlogic.gdx.graphics.g2d.Sprite;
|
|||||||
|
|
||||||
public class SpriteSequence {
|
public class SpriteSequence {
|
||||||
|
|
||||||
private ArrayList<Sprite> sprites = new ArrayList<Sprite>();
|
private final ArrayList<Sprite> sprites = new ArrayList<Sprite>();
|
||||||
private float defaultPlayspeed = 1;
|
private float defaultPlayspeed = 1;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A static single image.
|
* A static single image.
|
||||||
|
*
|
||||||
* @param sprite
|
* @param sprite
|
||||||
*/
|
*/
|
||||||
public SpriteSequence(Sprite sprite) {
|
public SpriteSequence(Sprite sprite) {
|
||||||
@ -20,9 +21,6 @@ public class SpriteSequence {
|
|||||||
|
|
||||||
public SpriteSequence(float playspeed) {
|
public SpriteSequence(float playspeed) {
|
||||||
this.defaultPlayspeed = playspeed;
|
this.defaultPlayspeed = playspeed;
|
||||||
if (sprites != null) {
|
|
||||||
this.sprites = sprites;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public SpriteSequence addSprite(Sprite s) {
|
public SpriteSequence addSprite(Sprite s) {
|
||||||
|
Loading…
Reference in New Issue
Block a user